The "Maledictum Sigil" System:
The Maledictum Sigil is the metaphysical phenomenon that manifests unique powers in a small number of individuals called "Nil" — humans who have been "acknowledged by the @#$%#." Nil abilities are not learned or inherited—they are awakened after an unknown, often traumatic event that brings the person to a moment of emotional, existential, or identity-based crisis.
Once awakened, a Maledictum Sigil imprints itself on the soul in an invisible language that cannot be read by the uninitiated. It grants the Nil a singular power, custom-built interpretation of their identity and perception of the world. Furthermore a Nil inherits suburb physical abilities.
Why "Nil"?
Nil are called so because their power emerges from "nothing"—an anti-pattern to conventional magic or energy-based abilities. Where magic users pull from mana, and warriors train their bodies, Nil draw from a gap in reality—a personal void within themselves.
What Is a Maledictum Sigil?
A Maledictum Sigil is a soul-tattoo, an invisible metaphysical seal burned into the Nil's being. It binds an ability derived from their psyche and grants a reality-warping function based on their emotional and existential "signature."
Each Maledictum Sigil ability is called a:
"Null Schema"
What is a Null Schema?
A Null Schema is the unique ability granted by the Maledictum Sigil. No two are the same.
The Schema's expression is determined by:
The user's worldview
Their core fear
Their deepest wound
Their perception of others and self
This makes every Null Schema a philosophical and emotional fingerprint.
Schemas cannot overlap: Two people cannot have similar powers. This ensures all powers mutually exclude each other—once a Schema exists, nothing adjacent to it will ever manifest in another Nil.
Schemas can "Evolve" through understanding: When a Nil comes to a new revelation about themselves or their trauma, their Schema can mutate, growing more dangerous or even reversing its original function.
It is listening: Abilities sometimes respond to subconscious intent—not just conscious commands. This makes their use extremely risky under emotional duress.
Only other Nil can perceive the full extent of a Null Schema.
To the average person, their powers might look like strange luck, miracles, or freak accidents.
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The tree's:
THE FIRST TREE — Arbor Astrigaudium
"The Tree of Expression"
"Where there is light, there was first voice. Where there is form, there was root."
Nature and Role
Arbor Astrigaudium is the Primordial Tree of Creation, the first metaphysical structure to exist at the moment universes were born. Its roots pierced through the veil of the newborn multiverse, stabilizing causality, time, and the essence that allows existence to have shape, purpose, and emotion.
It is said to sing reality into coherence, and that the laws of magic and other abilities in every world are thanks to it.
Hierarchy of Magic
Magic born from Astrigaudium is called: "Lex Caelorum"
The "Heavenly Law" — a language of spells, rites, and forces that bind the universes and shape matter.
There are tiers to Lex Caelorum:
Scripta – Basic reality-altering spells, accessible by mortals.
Chorda – Middle-layer harmonics, used by Advanced Sorcerers.
Resonantia – Divine-level forces, accessible only by Gods, Ancestors, and Angels.
Nulla – The Root, a mysterious aspect hidden in a blackened branch of the tree — this is where the Nil Schema system originates.
The Nil and the Tree:
Nil abilities, the Null Schema, originate from a withered branch of Arbor Astrigaudium — called:
Ramus Nullum
This part of the tree fractured from the harmony of law and descended into personal expression, trauma, and anti-patterns. Instead of casting spells with Lex Caelorum, it hijacks the structure of reality through emotive paradoxes. Ultra Vires and Dragonic Resonance originate here as well.
THE SECOND TREE — Arbor Tenebrisveritas
"The Tree of Truth"
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Nature and Role:
Arbor Tenebrisveritas grows within the Abyss, a place beneath the foundation of all existence. This tree is not native to creation—it is said to have drifted from beyond, and anchored itself to the Abyss when existence was still formless.
It is not rooted in reality—but in anti-reality.
Power of the Abyss – Codex Exanima
The beings of the Abyss do not cast spells—they invoke truths that reject form. The Codex Exanima is a metaphysical discipline of becoming what the world denies, drawing power from what was never meant to be.
Instead of tiers, the Codex Exanima has states:
Unbecoming – The state of negating part of yourself to gain insight.
Contradiction – Holding two impossible realities in your soul to invoke a breach.
Remembrance – Becoming an imitation of a failed being or erased being, mimicking their loss as power.
Witness – The final state: seeing the Abyss not as something tha should not be, but as the original truth.
Connection Between Trees:
While Arbor Astrigaudium creates order and expression, Arbor Tenebrisveritas creates contradiction and deviation.
Nil abilities are born from Astrigaudium's branch of broken law, but grow more powerful as users begin to resonate—even subconsciously—with Tenebrisveritas.
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Grand Unified Theory of Magic:
CENTRAL PREMISE:
Every universe operates under its own rules of power, and yet, all of these rules originate from the same source—the trunk of Arbor Astrigaudium.
The Trunk is a metaphysical lattice of infinite depth: it contains archetypes, syllables, and metafrequencies which branch out into different universes, creating the unique systems or power logics found in each one.
THE STRUCTURE OF MAGIC — The Thaumatarchic Pyramid
Across all universes, regardless of syntax, magic systems share an underlying metaphysical structure—referred to as the Thaumatarchic Pyramid, a four-tier framework by which power is understood:
I. Forma
The expression of magic. This includes gestures, symbols, language, emotions, glyphs, or even musical resonance. Each universe has a different Forma.
In Universe A, a sorcerer might chant.
In Universe B, a poet might write verses.
In Universe C, magic is cast through emotions alone.
II. Ratio
The internal rules of a given system. This is the "grammar" of that universe's magic—how it is shaped, limited, or expanded. Includes:
Spell Circuits
Cost Systems (e.g. time, memory, emotion, blood)
Channeling Pathways (e.g. ley lines, soul-conduits)
III. Voluntas
The intent, self-perception, and psychospiritual resonance of the user. Power is shaped by the user's understanding of themselves, their belief, trauma, morality, and even contradictions within.
IV. Nexum
The final connection between concept and reality. This is where a spell becomes real. Nexum is the part of the spell that latches onto reality's "source code" and forces it to respond.
This connection is maintained by the Mana-Thread, a spiritual "cord" tied to the trunk of Arbor Astrigaudium.
When Nexum fails, magic backfires, misfires, or burns out the soul.
THE BRANCHING EFFECT — Unique Magic Systems Across Universes
Each universe's magic is a Branch of the trunk, forming unique systems—some ordered, some chaotic, some technological, some ritualistic.
IN SUMMARY:
All power systems are rooted in the trunk of Arbor Astrigaudium, but adapted by each universe's narrative logic.
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Álfheimr — The World of Fate
Álfheimr's magical system originates from the Branch of Revelare—a thick bough that grew from the trunk of Arbor Astrigaudium, sprouting the Lex Caelorum: the Law of Expression.
The Orders of Álfheimr — Magical Disciplines of the Living Branch
Each branch of Álfheimerian magic is known as an Direpta Order. These are frameworks and methods of communion with mana. Each order has subdivisions, casting methods, costs, and philosophies.
1. Elemental:
Sub-Branches:
Pyrosophy – Fire as your ambition and rage.
Hydrosophy – Water as fluidity.
Aeromancy – Wind as change.
Geomancy – Earth as foundation and stubbornness.
Luxomancy – Light as clarity.
Umbroscopy – Shadow as reflection.
Casting Style: Chanting and gesture-based or emotive casting. Advanced users perform based on a whim.
2. Sanctorum — The Order of Healing and Vital Reclamation
Sub-Branches:
Fleshmending – Reconstruction of bodily harm.
Soulknitting – Mending spiritual damage, trauma, or possession.
Vigormancy – Boosting stamina, energy, vitality.
Neurokalim – Healing or rebalancing mental afflictions and memories.
3. Aegistry — The Order of Defense, Wards, and Anchoring
Sub-Branches:
Warding – Glyph-based shields that repel offensive energy.
4. Mentus — The Order of Cognition, Mindcraft, and Illusion
Sub-Branches:
Psionography – Mind-to-mind communication or thought projection.
Veil – Realistic illusions that bend perception, memory, and expectation.
Dreamburrow – Entering dreams, memories, or subconscious spaces.
Mentarch – Direct manipulation or restructuring of thoughts.
5. Lexurgy — The Order of Binding Laws and Contracts
Sub-Branches:
Runecraft – Spells encoded into long-lasting sigils or enchanted objects.
Oathbinding – Forcing reality to uphold pacts.
Name desecration – The act of binding names, allowing control over spirits or demons.
6. Revolutio — The Order of Manipulating Forces and Change
Sub-Branches:
Kinetomancy – Manipulating motion, inertia, acceleration, and force.
Gravitonism – Redirecting or shifting gravitational pulls.
Velomorphing – Speed-shaping spells; controlling temporal dilation.
Vectormancy – Assigning trajectories or patterns to objects, spells, or even memories.
7. Thanurgos — The Order of Death, Transition, and Soul Balance
Sub-Branches:
Necrosophy – Animation of corpses, either as vessels or ghost.
Psychopompics – Guiding souls to their afterlives; communicating with the dead.
Decaycraft – Hastening or reversing natural rot and entropy.
Lifedraining – Channeling one's vitality from another living being.
Lesser Orders:
Bestimancy – Magic through bonding with beasts and spirits.
Mycelurgy – Fungal, spore, and decay-based magic.
Luminolepsy – Inducing dreams and prophecies through unique intoxication.
Arithmancy – Math-based spellcraft involving prime patterning and harmonic ratios.
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